User prompt
Remove the square on top if the car asset
User prompt
Dont speed up that much after 500
User prompt
Add sounds and bg music
User prompt
Speed down a little bit after 800
User prompt
The lines go fastes after 500 points
User prompt
Make the point counter to be just round numbers without decimals
User prompt
Make the instructions in 3 lines
User prompt
Dont let the buildings into the road
User prompt
Add the background music and sounds
User prompt
Remove the yellow squares fron the road show them just on the sides
User prompt
Remove the buldings from the road only show them on the sides
User prompt
Add effects
User prompt
Make the side gray to be white
User prompt
Remove the city windows from the main road and make the sides of the road white instead of gray
User prompt
Make the gray sides of the road to be neon
User prompt
Add trees and stores and decoration on the side of the road
User prompt
Make the instructions text white, purple stroke, centered and the paragraph aligned to the center
User prompt
Make the instructions text bolder with a stroke in Two lines and color purple and white stroke
User prompt
A red effect is shown if you tap when there is a line and you lose points
User prompt
When you tap you get a green or red effect underneath that reflects if you are winning or losing, please add effects โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the points counter from 1 to 1000 and if you reach 1000 you win the level
User prompt
Car Needs to be in front of the lines
User prompt
Make the car in front of the lines, lines cross beneath him
User prompt
If you tap when there is line you lose points and you win points if you tap when there is no line crossing the car
User prompt
Lines only came from the center of the screen
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Building = Container.expand(function () { var self = Container.call(this); var buildingGraphics = self.attachAsset('building', { anchorX: 0.5, anchorY: 0 }); // Randomize building properties var shade = Math.floor(Math.random() * 40) + 40; buildingGraphics.tint = shade << 16 | shade << 8 | shade; buildingGraphics.height = Math.random() * 600 + 400; buildingGraphics.width = Math.random() * 100 + 100; // Add windows to buildings for a city look var windowCount = Math.floor(buildingGraphics.height / 80); var windowsPerRow = Math.floor(buildingGraphics.width / 40); for (var i = 0; i < windowCount; i++) { for (var j = 0; j < windowsPerRow; j++) { var windowLight = self.addChild(new Container()); var windowAsset = windowLight.attachAsset('building', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 30, tint: 0xFFFF99 }); windowLight.x = j * 40 - buildingGraphics.width / 2 + 25; windowLight.y = i * 80 + 50; // Randomly light windows windowLight.alpha = Math.random() > 0.3 ? 0.8 : 0; } } self.speed = 10; // Default speed self.update = function () { self.y += self.speed; // Reset building when it goes off screen if (self.y > 2732 + buildingGraphics.height) { self.y = -buildingGraphics.height; // Determine road boundaries to keep buildings off the road var road = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].asset && game.children[i].asset.id === 'road') { road = game.children[i]; break; } } // Place building only on sidewalks var roadLeftEdge = road ? (2048 - road.width) / 2 : 424; var roadRightEdge = road ? 2048 - (2048 - road.width) / 2 : 1624; // Determine which side to place the building on based on its current side if (self.x < roadLeftEdge) { // Keep on left side self.x = Math.random() * (roadLeftEdge - buildingGraphics.width / 2); } else { // Keep on right side self.x = roadRightEdge + Math.random() * (roadLeftEdge - buildingGraphics.width / 2); } var shade = Math.floor(Math.random() * 40) + 40; buildingGraphics.tint = shade << 16 | shade << 8 | shade; buildingGraphics.height = Math.random() * 600 + 400; buildingGraphics.width = Math.random() * 100 + 100; // Recreate windows when building resets self.removeChildren(1); // Keep only the main building graphic var windowCount = Math.floor(buildingGraphics.height / 80); var windowsPerRow = Math.floor(buildingGraphics.width / 40); for (var i = 0; i < windowCount; i++) { for (var j = 0; j < windowsPerRow; j++) { var windowLight = self.addChild(new Container()); var windowAsset = windowLight.attachAsset('building', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 30, tint: 0xFFFF99 }); windowLight.x = j * 40 - buildingGraphics.width / 2 + 25; windowLight.y = i * 80 + 50; // Randomly light windows windowLight.alpha = Math.random() > 0.3 ? 0.8 : 0; } } } }; return self; }); var Car = Container.expand(function () { var self = Container.call(this); // Create car body var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, tint: 0x3366CC // Blue car color }); // Add car windows var carWindshield = self.addChild(new Container()); var windshieldAsset = carWindshield.attachAsset('building', { anchorX: 0.5, anchorY: 0.5, width: 140, height: 80, tint: 0xCCEEFF }); carWindshield.y = -80; // Add headlights var leftHeadlight = self.addChild(new Container()); var leftHeadlightAsset = leftHeadlight.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 40, tint: 0xFFFFAA }); leftHeadlight.x = -60; leftHeadlight.y = -140; var rightHeadlight = self.addChild(new Container()); var rightHeadlightAsset = rightHeadlight.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 40, tint: 0xFFFFAA }); rightHeadlight.x = 60; rightHeadlight.y = -140; self.jumping = false; self.jumpHeight = 100; self.originalY = 0; self.lastY = 0; // Track last Y position for intersection detection self.jump = function () { if (self.jumping) { return; } self.jumping = true; self.originalY = self.y; // Play jump sound LK.getSound('jump').play(); // Jump animation using tween tween(self, { y: self.y - self.jumpHeight }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Fall back down tween(self, { y: self.originalY }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.jumping = false; } }); } }); }; self.down = function () { self.jump(); }; self.update = function () { self.lastY = self.y; // Create headlight glow effect if (LK.ticks % 5 === 0) { leftHeadlightAsset.alpha = 0.7 + Math.random() * 0.3; rightHeadlightAsset.alpha = 0.7 + Math.random() * 0.3; } }; return self; }); var Line = Container.expand(function () { var self = Container.call(this); // Create road line marking var lineGraphics = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5 }); // Make line vertical lineGraphics.rotation = Math.PI / 2; // Rotate 90 degrees // Road lines have fixed width to better match car size lineGraphics.width = 400; // Line length (now vertical) lineGraphics.height = 60; // Line thickness (more visible) self.lastY = 0; // Track last Y position for intersection detection self.speed = 15; // Default speed self.active = true; // Whether the line is active for scoring self.scored = false; // Whether this line has been scored already // Add visual effect to make lines more prominent var glowEffect = self.addChild(new Container()); var glowAsset = glowEffect.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: lineGraphics.width + 20, height: lineGraphics.height + 20, tint: 0xFFFF00, alpha: 0.3 }); glowAsset.rotation = Math.PI / 2; self.update = function () { self.lastY = self.y; // Store last position for collision detection self.y += self.speed; // Pulse glow effect if (LK.ticks % 10 === 0) { glowAsset.alpha = 0.2 + Math.random() * 0.2; } // Remove when off screen if (self.y > 2732 + lineGraphics.width / 2) { self.active = false; } }; return self; }); var ScoreEffect = Container.expand(function () { var self = Container.call(this); var effectGraphics = self.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.show = function (x, y, isPositive) { self.x = x; self.y = y; if (!isPositive) { effectGraphics.tint = 0xFF0000; // Play penalty sound LK.getSound('penalty').play(); } else { effectGraphics.tint = 0x00FF00; // Play point sound LK.getSound('point').play(); } // Animation for the effect tween(self, { alpha: 0, y: y - 100 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.alpha = 1; self.visible = false; } }); self.visible = true; }; return self; }); var Store = Container.expand(function () { var self = Container.call(this); // Create store building var storeGraphics = self.attachAsset('building', { anchorX: 0.5, anchorY: 0, width: 200, height: 250, tint: 0xFAE5D3 // Light beige for store }); // Add store sign var storeSign = self.addChild(new Container()); var storeSignAsset = storeSign.attachAsset('building', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 60, tint: 0x3498DB // Blue for store sign }); storeSign.y = 40; // Add store window var storeWindow = self.addChild(new Container()); var storeWindowAsset = storeWindow.attachAsset('building', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 100, tint: 0xD6EAF8 // Light blue for window }); storeWindow.y = 120; // Add store door var storeDoor = self.addChild(new Container()); var storeDoorAsset = storeDoor.attachAsset('building', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 100, tint: 0x784212 // Brown for door }); storeDoor.y = 180; self.speed = 10; // Default speed self.update = function () { self.y += self.speed; // Reset store when it goes off screen if (self.y > 2732 + storeGraphics.height) { self.y = -storeGraphics.height; // Randomize store appearance var storeTypes = [{ building: 0xFAE5D3, sign: 0x3498DB, window: 0xD6EAF8 }, // Blue store { building: 0xFCF3CF, sign: 0xE74C3C, window: 0xFADBD8 }, // Red store { building: 0xD5F5E3, sign: 0x8E44AD, window: 0xEBDEF0 }, // Purple store { building: 0xEAEDED, sign: 0xF39C12, window: 0xFAE5D3 } // Orange store ]; var type = storeTypes[Math.floor(Math.random() * storeTypes.length)]; storeGraphics.tint = type.building; storeSignAsset.tint = type.sign; storeWindowAsset.tint = type.window; // Vary store size slightly var sizeVar = 0.8 + Math.random() * 0.4; storeGraphics.width = 200 * sizeVar; storeGraphics.height = 250 * sizeVar; storeSign.scale.set(sizeVar); storeWindow.scale.set(sizeVar); storeDoor.scale.set(sizeVar); // Adjust positions based on new size storeSign.y = 40 * sizeVar; storeWindow.y = 120 * sizeVar; storeDoor.y = 180 * sizeVar; } }; return self; }); var StreetLight = Container.expand(function () { var self = Container.call(this); // Create pole var pole = self.addChild(new Container()); var poleAsset = pole.attachAsset('building', { anchorX: 0.5, anchorY: 1.0, width: 20, height: 200, tint: 0x555555 // Dark gray for pole }); // Create light var light = self.addChild(new Container()); var lightAsset = light.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.5, width: 40, height: 40, tint: 0xFFFF99 // Yellow light }); light.y = -200; // Light arm var arm = self.addChild(new Container()); var armAsset = arm.attachAsset('building', { anchorX: 0, anchorY: 0.5, width: 40, height: 10, tint: 0x555555 // Dark gray for arm }); arm.y = -190; self.speed = 10; // Default speed self.isLit = Math.random() > 0.2; // Most lights are on self.update = function () { self.y += self.speed; // Make light flicker occasionally if (self.isLit && LK.ticks % 20 === 0 && Math.random() > 0.7) { lightAsset.alpha = 0.6 + Math.random() * 0.4; } // Reset light when it goes off screen if (self.y > 2732 + 200) { self.y = -200; self.isLit = Math.random() > 0.2; lightAsset.alpha = self.isLit ? 1 : 0.2; } }; return self; }); var TapEffect = Container.expand(function () { var self = Container.call(this); var effectGraphics = self.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 300, alpha: 0.6 }); self.show = function (x, y, isPositive) { self.x = x; self.y = y; // Set color based on whether it's a positive or negative tap if (isPositive) { effectGraphics.tint = 0x00FF00; // Green for good taps // Play point sound with lower volume to avoid overwhelming LK.getSound('point').play({ volume: 0.3 }); } else { effectGraphics.tint = 0xFF0000; // Red for bad taps // Play penalty sound with lower volume to avoid overwhelming LK.getSound('penalty').play({ volume: 0.3 }); } // Reset properties before animation self.alpha = 1; effectGraphics.alpha = 0.6; effectGraphics.scale.x = 0.5; effectGraphics.scale.y = 0.5; self.visible = true; // Animate the effect - expand and fade out for a nice ripple effect tween(effectGraphics, { alpha: 0, scaleX: 2.5, scaleY: 2.5 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; effectGraphics.scale.x = 0.5; effectGraphics.scale.y = 0.5; } }); }; return self; }); var Tree = Container.expand(function () { var self = Container.call(this); // Create tree trunk var trunk = self.addChild(new Container()); var trunkAsset = trunk.attachAsset('building', { anchorX: 0.5, anchorY: 1.0, width: 40, height: 120, tint: 0x8B4513 // Brown color for trunk }); // Create tree foliage (multiple layers for depth) var foliage1 = self.addChild(new Container()); var foliageAsset1 = foliage1.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.8, width: 150, height: 150, tint: 0x228B22 // Forest green }); foliage1.y = -80; var foliage2 = self.addChild(new Container()); var foliageAsset2 = foliage2.attachAsset('scoreEffect', { anchorX: 0.5, anchorY: 0.7, width: 120, height: 120, tint: 0x32CD32 // Lime green for highlight }); foliage2.y = -100; self.speed = 10; // Default speed self.update = function () { self.y += self.speed; // Reset tree when it goes off screen if (self.y > 2732 + 150) { self.y = -150; // Randomize tree appearance when resetting trunkAsset.height = 80 + Math.random() * 80; trunkAsset.width = 30 + Math.random() * 20; var scale = 0.8 + Math.random() * 0.5; foliage1.scale.set(scale); foliage2.scale.set(scale * 0.9); // Slightly vary green shades var greenVariation = Math.floor(Math.random() * 40); foliageAsset1.tint = 34 + greenVariation << 16 | 139 + greenVariation << 8 | 34; foliageAsset2.tint = 50 + greenVariation << 16 | 205 + greenVariation << 8 | 50; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var car; var lines = []; var buildings = []; var trees = []; var stores = []; var streetLights = []; var score = 0; var scoreText; var speedMultiplier = 1; var lineSpawnRate = 60; // Frames between line spawns var difficulty = 1; var isGameActive = true; var scoreEffects = []; var tapEffects = []; var effectIndex = 0; var tapEffectIndex = 0; var lastJumpScore = 0; // Create a sky background game.setBackgroundColor(0x87CEEB); // Light blue sky // Initialize the road var road = game.addChild(LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 1200, // Make the road narrower than the full width tint: 0x444444 // Darker gray for asphalt })); // Add road edges/sidewalks var leftSidewalk = game.addChild(LK.getAsset('building', { anchorX: 0, anchorY: 0.5, width: (2048 - road.width) / 2, height: 2732, x: 0, y: 2732 / 2, tint: 0x999999 // Light gray for sidewalk })); var rightSidewalk = game.addChild(LK.getAsset('building', { anchorX: 1, anchorY: 0.5, width: (2048 - road.width) / 2, height: 2732, x: 2048, y: 2732 / 2, tint: 0x999999 // Light gray for sidewalk })); // Initialize score display scoreText = new Text2('SCORE: 0', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); scoreText.anchor.set(0.5, 0); scoreText.y = 50; // Move down slightly from top LK.gui.top.addChild(scoreText); // Add game instructions var instructionsText = new Text2('Tap when no lines\nAvoid tapping on lines\nScore 1000 to win', { size: 80, fill: 0xFFFFFF, stroke: 0x800080, strokeThickness: 10, fontWeight: 'bold', align: 'center' }); instructionsText.anchor.set(0.5, 0); instructionsText.y = 150; LK.gui.top.addChild(instructionsText); // Create buildings for city skyline on both sides of the road (not on the road) for (var i = 0; i < 20; i++) { var building = new Building(); // Position buildings only on the sides, ensuring they stay off the road var roadLeftEdge = (2048 - road.width) / 2; var roadRightEdge = 2048 - roadLeftEdge; if (i % 2 === 0) { // Left side only - ensure buildings stay completely on sidewalk var buildingWidth = building.children[0].width; building.x = Math.random() * (roadLeftEdge - buildingWidth / 2); // Left side only, accounting for building width } else { // Right side only - ensure buildings stay completely on sidewalk var buildingWidth = building.children[0].width; building.x = roadRightEdge + Math.random() * (roadLeftEdge - buildingWidth / 2); // Right side only } building.y = Math.random() * 2732; buildings.push(building); game.addChild(building); } // Add trees along the road var trees = []; for (var i = 0; i < 15; i++) { var tree = new Tree(); // Position trees on the sidewalks if (i % 2 === 0) { // Left side trees - closer to road tree.x = (2048 - road.width) / 2 - 80 - Math.random() * 60; } else { // Right side trees - closer to road tree.x = 2048 - (2048 - road.width) / 2 + 80 + Math.random() * 60; } // Distribute trees along the road tree.y = -150 + i * 350 + Math.random() * 200; trees.push(tree); game.addChild(tree); } // Add stores on the sides var stores = []; for (var i = 0; i < 8; i++) { var store = new Store(); // Position stores on the sidewalks, further from the road than trees if (i % 2 === 0) { // Left side stores store.x = (2048 - road.width) / 4; } else { // Right side stores store.x = 2048 - (2048 - road.width) / 4; } // Distribute stores along the road with some spacing store.y = -300 + i * 650 + Math.random() * 300; stores.push(store); game.addChild(store); } // Add street lights var streetLights = []; for (var i = 0; i < 12; i++) { var light = new StreetLight(); // Position lights on the edge of the road if (i % 2 === 0) { // Left side lights light.x = (2048 - road.width) / 2 - 20; } else { // Right side lights light.x = 2048 - (2048 - road.width) / 2 + 20; } // Distribute lights evenly light.y = -200 + i * 400 + i % 2 * 200; streetLights.push(light); game.addChild(light); } // Create car car = new Car(); car.x = 2048 / 2; car.y = 2732 - 400; game.addChild(car); // Bring car to front to make sure it appears on top of lines game.setChildIndex(car, game.children.length - 1); // Create score effects pool for (var i = 0; i < 5; i++) { var effect = new ScoreEffect(); effect.visible = false; scoreEffects.push(effect); game.addChild(effect); } // Create tap effects pool - increased size to handle multiple effects for (var i = 0; i < 10; i++) { var tapEffect = new TapEffect(); tapEffect.visible = false; tapEffects.push(tapEffect); game.addChild(tapEffect); } // Game click handler game.down = function (x, y, obj) { if (!isGameActive) { return; } // Check if car is already jumping if (!car.jumping) { car.jump(); // Check if car is over a road line var overLine = false; for (var i = 0; i < lines.length; i++) { // Check if the car intersects with any vertical road line if (lines[i].active && car.intersects(lines[i])) { overLine = true; break; } } // Score or penalty based on jump if (overLine) { // Penalty for jumping over a line score = Math.max(0, score - 10); // Show penalty effect var effect = scoreEffects[effectIndex]; effectIndex = (effectIndex + 1) % scoreEffects.length; effect.show(car.x, car.y - 50, false); // Show tap feedback effect (red for penalty) var tapEffect = tapEffects[tapEffectIndex]; tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length; tapEffect.show(x, y, false); // Add multiple red effects for stronger visual feedback for (var j = 0; j < 2; j++) { var extraEffect = tapEffects[tapEffectIndex]; tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length; extraEffect.show(x + (Math.random() * 100 - 50), y + (Math.random() * 100 - 50), false); } // Flash screen red for bad tap LK.effects.flashScreen(0xff0000, 300); } else { // Points for jumping on empty road var pointsGained = 20 * difficulty; score += pointsGained; lastJumpScore = pointsGained; // Show score effect var effect = scoreEffects[effectIndex]; effectIndex = (effectIndex + 1) % scoreEffects.length; effect.show(car.x, car.y - 50, true); // Show tap feedback effect (green for points) var tapEffect = tapEffects[tapEffectIndex]; tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length; tapEffect.show(x, y, true); // Add multiple green effects for stronger visual feedback for (var j = 0; j < 2; j++) { var extraEffect = tapEffects[tapEffectIndex]; tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length; extraEffect.show(x + (Math.random() * 100 - 50), y + (Math.random() * 100 - 50), true); } } // Update score display scoreText.setText(Math.round(score)); LK.setScore(Math.round(score)); } }; // Start background music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.4, duration: 1000 } }); // Game update function game.update = function () { if (!isGameActive) { return; } // Update car car.update(); // Update all lines for (var i = lines.length - 1; i >= 0; i--) { lines[i].update(); // We don't penalize for just passing over a line anymore // Only interactions happen when player taps if (!lines[i].scored && lines[i].lastY < car.y && lines[i].y >= car.y) { lines[i].scored = true; // Mark as scored } // Remove inactive lines if (!lines[i].active) { lines[i].destroy(); lines.splice(i, 1); } } // Update all buildings for (var i = 0; i < buildings.length; i++) { buildings[i].speed = 5 * speedMultiplier; buildings[i].update(); } // Update all trees for (var i = 0; i < trees.length; i++) { trees[i].speed = 7 * speedMultiplier; trees[i].update(); } // Update all stores for (var i = 0; i < stores.length; i++) { stores[i].speed = 5 * speedMultiplier; stores[i].update(); } // Update all street lights for (var i = 0; i < streetLights.length; i++) { streetLights[i].speed = 7 * speedMultiplier; streetLights[i].update(); } // Create new lines at intervals - always come from center of the screen if (LK.ticks % Math.floor(lineSpawnRate / speedMultiplier) === 0) { var line = new Line(); // Position line at the center of the screen line.x = 2048 / 2; // Center X coordinate line.y = -50; line.speed = 15 * speedMultiplier; lines.push(line); game.addChild(line); // Ensure car is always rendered on top of lines game.setChildIndex(car, game.children.length - 1); } // Increase difficulty over time if (LK.ticks % 600 === 0) { // Every 10 seconds difficulty += 0.1; // Speed up game after 500 points, but not too much, and slow down a bit after 800 if (score > 800) { speedMultiplier = 1 + (difficulty - 1) * 1.0; // Reduced speed multiplier after 800 points lineSpawnRate = Math.max(15, 40 - difficulty * 3); // Reduced line spawn rate } else if (score > 500) { speedMultiplier = 1 + (difficulty - 1) * 1.1; // Moderate speed increase after 500 points lineSpawnRate = Math.max(12, 40 - difficulty * 4); // Moderate increase in line spawn rate } else { speedMultiplier = 1 + (difficulty - 1) * 0.5; lineSpawnRate = Math.max(15, 60 - difficulty * 5); } } // Check for game over condition if (score < 0) { isGameActive = false; LK.showGameOver(); } // Check for win condition (1000 points to win) if (score >= 1000) { isGameActive = false; LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -786,15 +786,15 @@
// Increase difficulty over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
difficulty += 0.1;
- // Speed up game significantly after 500 points, but slow down a bit after 800
+ // Speed up game after 500 points, but not too much, and slow down a bit after 800
if (score > 800) {
- speedMultiplier = 1 + (difficulty - 1) * 1.2; // Slightly reduced speed multiplier after 800 points
- lineSpawnRate = Math.max(12, 40 - difficulty * 4); // Slightly reduced line spawn rate
+ speedMultiplier = 1 + (difficulty - 1) * 1.0; // Reduced speed multiplier after 800 points
+ lineSpawnRate = Math.max(15, 40 - difficulty * 3); // Reduced line spawn rate
} else if (score > 500) {
- speedMultiplier = 1 + (difficulty - 1) * 1.5; // Increase speed multiplier by 3x after 500 points
- lineSpawnRate = Math.max(10, 40 - difficulty * 5); // Make lines spawn even faster
+ speedMultiplier = 1 + (difficulty - 1) * 1.1; // Moderate speed increase after 500 points
+ lineSpawnRate = Math.max(12, 40 - difficulty * 4); // Moderate increase in line spawn rate
} else {
speedMultiplier = 1 + (difficulty - 1) * 0.5;
lineSpawnRate = Math.max(15, 60 - difficulty * 5);
}